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Intel Competition / [Intel Comp 2010] Hydroxide - Seppuku Art's Entry

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Seppuku Arts
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Posted: 12th Aug 2010 15:40 Edited at: 12th Aug 2010 15:41
It has been a while.

This project is called 'Hydroxide' and it'll be a 3D boat racing game. This is my entry to get back into making games, after all, I've never ever finished a project. But this is a game that won't take too much time or effort in comparison to every other project I've tried. It'll be kind of like one of the old Micro-Machines games, so it's done from a perspective view, rather than from behind the boat...though I may change that. You'll have speed power-ups, and compete against the computer.

This will be a day-to-day diary. I don't have much time to do this, but I am able to set a small window of time per day to work on this. The diary ought to work as motivation and it allows me to explain what I'm doing.

Day 1:

Setting up the boat & checkpoints.

The boat needs a specific control and each boat you use will need different stats and those stats are laid out as:
Speed: out of 100
Acceleration: out of 3
Control: out of 5

The test boat is, 50s, 1a, 5c.

The system for check points is easily laid out - you can't finish the race with out ALL checkpoints being checked. This already works, there's even a 'you've finished' screen. Currently, it's all basic, but it works. I can make the finish sequence flashier once I've got all of the mechanics there. With the boat object, I've got some splash particles coming out of the back.

For Day 2: Set up a course to go around. Add an opponent.

Image for day 1:


baxslash
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Posted: 12th Aug 2010 16:36
Great! I used to love that game!! (Micro machines 4?)

Looking forward to seeing this one!

entomophobiac
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Posted: 12th Aug 2010 16:45 Edited at: 12th Aug 2010 16:45
What particle system did you use? Built-in, your own custom stuff or DarkPhysics?

Haven't really touched particles in any TGC product, ever...

And oh, yeah, really good work for just one day!
Seppuku Arts
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Posted: 12th Aug 2010 17:28 Edited at: 12th Aug 2010 17:29
Might get some more time to work on this today actually.

Quote: "Great! I used to love that game!! (Micro machines 4?)"


Probably, it was a long time ago since I've played any. It'll just be loosely based, at least, as much as my brain will remember.


Quote: "What particle system did you use? Built-in, your own custom stuff or DarkPhysics?

Haven't really touched particles in any TGC product, ever...
"


I used DBP's built in commands, they manage to make quite a nice effect actually.

To get the effect, I played with the emission and velocity, and instead of setting the position of the particles to the boat, that's where I set the particles emissions to placed instead. When the boat isn't moving, particle emissions are 0.

Cheers

Seppuku Arts
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Posted: 13th Aug 2010 01:45
Day 2 (Done in the evening of day 1)

Test level made
Collision Added
Opponent Added
Opponent AI added
'Lose' Scenario Added

Todo - Day 3 - Add GUI, tidy code, more opponents, add counter for 'place' position. Add 'place position' to End race sequence.

Day 3/4 - Start modelling boats and Level 1.

Day 2 image:


Cheers.

The Slayer
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Posted: 13th Aug 2010 21:17
I didn't know you've programmed in DBPro before, Sepp, so it will be interesting to see what you're capable of. And, by the looks of things, you're on your way to make an exciting game! Keep it up!

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 14th Aug 2010 01:22 Edited at: 14th Aug 2010 01:23
Aye, but not been doing it properly for a while, because of University and stuff. With University finished, I can spare the time - although I am still spending a lot of time job hunting and doing other stuff, I think I can spare enough to do something simple. This is my entry back into doing programming again.

However, don't get your hopes up, people who have been around here long enough will know that I've never successfully completed a project and only really get down the mechanics and don't finish it.

However, I'm determined to change that (like I said for the last 3 projects )


Once you see a level complete, then you're allowed to get hopeful.

Cheers.

Click!
Seppuku Arts
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Posted: 14th Aug 2010 15:00 Edited at: 14th Aug 2010 15:33
Day 3

New:

Level 1 has been set out. Not completely modeled, but enough for the gameplay.

Boat model test - I'll replace them with better ones later.
Start Time
Speed Meter
Behind Camera (Press Space)

To do:

Add Speed Power Up
Make opponent steering less rigid (using curve value)
Start Menu

You can download the first tech demo (attached)

Controls:
Arrow Keys to Control
Esc - to quit
Space - Change Camera
Screenshots:



Click!

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Melancholic
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Posted: 14th Aug 2010 17:44
Sigh... your game puts mine to shame


I can count to banana...
JLMoondog
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Posted: 14th Aug 2010 17:50
Holy moly cap that sucker! I could barely steer, not to mention once the game started the AI had already beaten me before I reached the first turn.

Everything seems to work though, nice collision, AI(from what I could see) moves nicely and controls work(from what I could do)

Seppuku Arts
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Posted: 14th Aug 2010 18:28
Cheers.

It's a very short level. As for your controls - were they too sensitive or not responsive enough? I think when you go into 'behind' mode, the controls feel too strong, so I'll work on the steering.

Cheers for trying it out.

Click!
swissolo
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Posted: 14th Aug 2010 18:56
For me the top down view had way too sensitive of controls.

swis
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Posted: 14th Aug 2010 19:13
At first, it seemed that the controls don't respond upon start. The opponent is already gone, and the controls don't work untill making the application active. The next few times I tried, they worked, though.
Maybe you should force the application to grab focus with IanM's matrix command: 'if HAS FOCUS()=0 then GRAB FOCUS'.
I also managed to pass through the barriers somehow.
I guess the places where you can pass, are the seems between the blocks that make the barriers.
Finally, I managed to win! Yaay!
Other than that, it plays good, the controlling of the boat is smooth, and I like the idea. There still needs more detail and stuff, but it's a good start.
Oh, and one more tip: I would suggest that you set the resolution of your game to 1024, 600, 32 directly upon creating your game. This will keep you from getting unwanted problems afterwards (like stretching and screen boundaries, etc...)

Cheers

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 14th Aug 2010 19:15
Ah, I think I know what the problem is. I'm using an ancient PC, so it seems a lot slower when I test it - I'm getting 30fps, the rest of you ought to be getting 60fps, meaning the game is running at twice the speed so I've decided to cap it at 30. I figured this old temporary computer ought to have roughly the same power as a netbook. It's possible it has less.

Click!
Seppuku Arts
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Posted: 17th Aug 2010 19:23 Edited at: 17th Aug 2010 22:26
Update:

Changed the boats - just replaced with an untextured shell.
Added more to the level - still under construction
Title, Level Select and option menus available
Increase boat stats at end of level
The game has an autosave function

The level select menu currently has place holders for 3 levels (will have more, depending on how much time I spend - level 1 is active because it exists. When you complete level 1, level 2 is unlocked, but it's not active.

The options menu currently has the option for changing the camera perspective, you can still switch it in game. And also to clear save data

I've included 2 .exes - 'window version', for the sake of testing and 'fullscreen version' to test on netbooks.

Bugs should be fixed:
FPS capped at 30 instead of 60
Control less sensitive
Collision ought to be functioning better, so that you don't end up jumping outside of the track
[EDIT]
Menu Response (hopefully)
Delete objects

Controls:
Arrow keys = move/steer
Return = Menu Action
Space = chance camera in game

DOWNLOAD DEMO 2

To do:
Add power ups
Add levels
Add music
Add sfx

Click!

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swissolo
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Posted: 17th Aug 2010 20:33
The back button in the options screen doesn't work , and now it seemed a little easy, but seems to be coming along.

swis
Seppuku Arts
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Posted: 17th Aug 2010 20:44 Edited at: 17th Aug 2010 22:30
I've put a response timer for the controls so that the input isn't too sensitive, but it sounds like the 'back' button is being a pain, hold onto 'return' for longer and it should work. I'll make the response timer more sensitive.

Another bug that I overlooked in my new demo is that I forgot to delete all objects when closing the level, so if you try to play the level twice, an error will pop up. Hang on...I'll fix the bugs and re-upload (as I've been working on the save system, it'll appear in the new one).

[EDIT]
Download should be updated now.
[EDIT2]
Some of the menu bugs persist still. Damn.
[EDIT3]
It should work now. The problem is that on my end, my computer is quite old and temperamental, it makes it difficult to test the responsiveness of the menu items - because sometimes I'll get no response and other time I do. Theoretically, there's nothing wrong with the code. Each time you change menu 'wait 100' is called. Menus run at a cap of 20fps so that hitting return won't be too sensitive. Unless anybody has a better suggestion?

Click!
Butter fingers
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Posted: 17th Aug 2010 22:38
key timers?

If keystate(15)=1 and keytimer<timer()
Keytimer=timer()+300
DO A BUNCH OF OTHER STUFF
endif

I want robotic legs.
The Slayer
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Posted: 17th Aug 2010 23:56
Quote: "Menus run at a cap of 20fps so that hitting return won't be too sensitive."

Why are you capping your menus??

Quote: "Each time you change menu 'wait 100' is called."
Quote: "Unless anybody has a better suggestion?"

Not cap at all. Or...use IanM's 'Nice wait' command, which has a much lower processor usage.

Slayer rules!!! Yeaaah, man!
Butter fingers
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Posted: 17th Aug 2010 23:59
Quote: "Why are you capping your menus?? "

if he eventually wanted to run his game in the background he'd need to?

I want robotic legs.
Seppuku Arts
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Posted: 18th Aug 2010 01:49 Edited at: 18th Aug 2010 02:25
I'm quite rusty, so my programming is below par, I just went through a list of stuff that could slow it down. Sync was probably not the best idea, but I was trying to be creative in solving the problem.


However, cheers for the suggestion Butter Fingers, your way works a lot better. Thanks.

I did find a couple of other bugs that made no sense, which I put down to the input method, but still exist, they shouldn't be there. If I press 'Return' when 'back' is selected, it either goes back to the previous menu, or returns to the top of the list. I'll figure it out.

[Edit] Might have fixed that problem too. I think some problems are genuinely my computer's age and lack of performance. Oh well, it's gone midnight, so I need sleep. Kind of makes me miss my laptop.

Click!
Butter fingers
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Posted: 18th Aug 2010 11:56
Hey Sep,

Downloaded and had a play of this last night.

Menu was fine, didn't have any problems, although I could only play the first track - if i was supposed to be able to play track 2 etc then there WAS a problem!

Gameplay wise, it's pretty solid from what I can tell. I could manage to break out of the track, but then , I lost, so it wasn't really an advantage.

I seemed to be faster than my opponent? Even if I took a wider line than him, I still won. Will there be different difficulties?

What you have there so far is solid, and I'm sure you have ideas, but just to give my blue-sky thinking...

When the boat accelerates it would be cool if it rotated backwards a little, to give the feeling on acceleration. Maybe when speed=0 the x rotation of the boat is 0, when it's 30 the x rotation is -20.

Something like
xrtotation=(speed/30)*-20

to give this kind of feel at full speed -


I know it's early days, are you going to add things like powerups, other hazards?

Looking good though dude, think it's shaping up to be fun!

I want robotic legs.
Seppuku Arts
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Posted: 18th Aug 2010 13:12
Cheers Butter Fingers

The first track is the only one available at the moment, as I said in the descriptions, the track 2 and 3 are just placeholders so I can program in the 'unlock' feature.

If menus worked fine, then it's my ancient PC playing with me. It has sudden moments of slowdown before it speeds right up again, so it might be that what's causing me to think there's a problem. The only other computer I have access to is an old iMac, so I'll have to assume menus are responding fine in future versions, unless a tester tells me otherwise.

Also, you were able to break out of the track? Damn, I thought I had fixed that one. I love being rusty, it's great.

Quote: "I seemed to be faster than my opponent? Even if I took a wider line than him, I still won. Will there be different difficulties?"


He's slower for testing purposes - you have a speed of 30, he has a speed of 25. I will add difficulties as I go and power ups too. Power-ups are my next step once I've got rid of any more bugs.

Quote: "When the boat accelerates it would be cool if it rotated backwards a little, to give the feeling on acceleration. Maybe when speed=0 the x rotation of the boat is 0, when it's 30 the x rotation is -20.

Something like
xrtotation=(speed/30)*-20"


I will do that in my next update. Thank you.


And cheers for the feedback, it's definitely useful.

Click!
Butter fingers
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Posted: 18th Aug 2010 14:05
Quote: "track 2 and 3 are just placeholders so I can program in the 'unlock' feature. "

figured that was the case, just wanted to check.

Quote: "Also, you were able to break out of the track? Damn, I thought I had fixed that one."

only happened once, so you're probably cool. I was deliberately trying to escape
As a point if you're using sparky's collision for the walls, remember that poly collision is hollow, so once something has passed through the intersection, it stops returning a collision. Much better to use a series of shapes around the edge using Box collision, which is solid. Makes the collision more reliable?

having just had another quick blast, it would be good to have a reset button. Getting stuck on some of the track obstacles is a bit of a bugger. Having to reverse and then turn+maneuver is frustrating. Perhaps if I'm hitting an obstacle i could press enter or something and it would move me back like 20 units (obviously doing a backward collision check to make sure that 20 units backwards didn't stick me in a wall.

anyway, good luck.
j

I want robotic legs.
The Slayer
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Posted: 18th Aug 2010 14:15
Quote: " it would be good to have a reset button. Getting stuck on some of the track obstacles is a bit of a bugger. Having to reverse and then turn+maneuver is frustrating. Perhaps if I'm hitting an obstacle i could press enter or something and it would move me back like 20 units "

Well, that would be a great idea too, just don't make it too easy on the player too, hey? After all, there still has to be some kind of difficulty to make the player wanna try again. Instead of a reset button, maybe you could simply add a bounce feature in when colliding with an obstacle? And, what would be really great is to have the boat jump over the horizontal cylinders in the water upon colliding with them?

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 18th Aug 2010 14:36 Edited at: 18th Aug 2010 14:37
Cheers for the ideas. I'll input them. I'll be working on an ingame menu, so I could implement a reset feature - which could probably put you by your nearest hot spot...either that or have a level reset to avoid making it too easy as slayer highlights.

As for collision, I'm actually using DBP's built in commands, so that's probably where some of the flaws exist. I might see if I can get some Newton physics instead - I have played with it a little before.

As for jumps, good idea, I was considering - so just for the to do list for demo 3:

Make Opponent have smooth turning (currently working on)
Add Power ups
Replace Collision Code
In game menu + reset
Ramps/Jumps

Cheers.

Click!
Seppuku Arts
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Posted: 20th Aug 2010 18:26 Edited at: 20th Aug 2010 18:30
Just to show that I'm still at it an update:

I made the opponent have smooth turning. This was a difficult task and took me all day to figure out...as always, the solution is simpler than you firs think it is. I had to refamiliarise myself with trigonometry, which I had like 3 lessons on during my GCSEs by a chav maths teacher who was more interested in talking to chavs than teaching.

Added powerups - not modelled them yet. What needs to be added is a 'destroy' scenario, just so when the power-up disappears, it doesn't look tacky. I was going to do power-ups where you get a brief boost, like in Hydro Thunder, but then, I don't want it to be like every other arcade racing game out there - instead you get miniature permanent stat increases that are saved for each race. This means instead of selecting new boats - yours gets better based on your racing. Your opponent can collect these, but their increases aren't permanent, I'm not that cruel. Also, it means, another factor for difficulty - if I miss the first power up, the opponent might get the second, meaning I have to out maneuver him better.

In Game Menu + Reset button. For 'reset' I though it was maybe too generous to bounce the boat or repositioning it to the nearest marker. It's meant to be a game of skill, so if you're stuck, start again you lazy bums. Joint suggestion of The Slayer and Butter Fingers.

Rotating the boat based on speed. Butter fingers'
suggestion.

To Do (For the mechanics):


Currently working with Newton Physics - I won't bother with the ramps until that's implemented. This ought to make the game more realistic.

In Game Menu is slow, DBP built in text commands are slow anyway, as I found out when I programmed a text adventure, the D3D plugin's text commands are faster and sexier. I will replace all text with that.


I think what I'm going to do is once this is finished - is to go through the creation process and write it down in a tutorial, after all, I've not written a tutorial for a long time.

But for now, I'll just post up useful code snippets, so for today:
Smooth Rotation for an AI object.

My solution took me ages to figure out. Generally when an AI follows a way-point, you find yourself using:

point object boat, cx, cy, cz
move object boat, speed...

But as you'll all notice when if moves to the next check point, it's a sudden jolt of rotation, which is unrealistic and doesn't look nice. Essentially you have to make an object point at another object in a whole different way, with a helpful hand from trigonometry.

This is what you need:


atanfull is the trigonometry part of the code, x1 and y1 are the target positions (use 'x' and 'y' if it's 2D, or 'x' and 'z' if it's 3D). x2 and y2 is the current position. The angle returned is based on the values of 'x' and 'y' so this is the angle being returned:



If the current boat position isn't subtracted, then the angle would only be relative to 0,0.

So all you need to do is rotate your object on the y-axis with the returned value for it to point at the target object. All that's needed is a 'curveangle', target destination is 'angle', current value is the current angle of the object, the speed ought to be slow enough for the transition to be noticeable, so 5 is good enough.

Here is a code snippet to test the code:



Newer screenshots:





Click!
JLMoondog
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Posted: 21st Aug 2010 06:56
Wow, looking really good. I like how everything seems to be coming together nicely. New boat looks better as well, just needs some sweetness textures to go with the terrain.

The Slayer
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Posted: 22nd Aug 2010 02:36
Hey, Seppuku Arts, since you didn't respond to my previous posts, I'm posting here to get your attention. Do you still want my help, or not?
What kind of music genre would you like? And, for the boats, do you want different types of racing boats, or 4 times the same model, but with different textures?
Here's a screenie of a boat (textured) that I made for you. So, if you like it, send me an e-mail, okay? Or, can I send an e-mail to your MSN address?

Good luck with this!



Cheers

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 22nd Aug 2010 12:17
Ah sorry, I've dropped you an email. Cheers.

Quote: "Wow, looking really good. I like how everything seems to be coming together nicely. New boat looks better as well, just needs some sweetness textures to go with the terrain.
"


Cheers. As you can see, I've got Slayer helping me with models at the moment, just because my computer hates me using 3D art programs at the moment, it'll only let me get away with Cartography Shop and I don't think the way it deals with textures is suitable. For the levels, I'll be getting my own textures in - I just need to go outside with my digital camera.


Next update will contain a Newton physics version of the game with some of The Slayer's media. Maybe a couple of jumps too.

Click!
Seppuku Arts
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Posted: 30th Aug 2010 19:11
Sorry for the lack of updates guys...I am still working on this.

Introducing Newton was a bad idea - just because I suck with it. So after much struggling with code that refuses to work...or code that has such poor physics that it's not worth implementing, I've scrapped it and put in back the old collision code, which still had that annoying bug. But, I've switched to sphere-sliding collision in Sparky and there are no bugs.

I wish I could do something with the lighting, but this computer is horribly slow, so lightmapping takes forever. But I'll see what I can do anyway.

I'll have a new demo up shortly - I just need to add level 2 and tidy up the code, but you will get (on top of the above update):

Level 2
A Sky Sphere
Music - thanks to The Slayer
A different opponent boat - thanks to The Slayer
Power ups
Jumps (in level 2)

But in good faith, here's another screenshot, with the skybox and new opponent boat.



Click!
The Slayer
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Posted: 30th Aug 2010 20:22
Quote: "I wish I could do something with the lighting, but this computer is horribly slow, so lightmapping takes forever."

Yeah, you should add some kind of light, because your last picture looks kinda dark. Or is it a nightly level?
And, maybe apply a cloud texture to the sky sphere?

Quote: "But, I've switched to sphere-sliding collision in Sparky and there are no bugs."

Better to have something working without bugs, than the other way around, hey?

Quote: "Music - thanks to The Slayer
A different opponent boat - thanks to The Slayer"

No problems, Sepp! Glad I could help!
Although, I thought the boatmodel whas for the player?
Or, does the player have to win (or obtain power-ups) to upgrade his boat?

I also noticed the white dots (or sparks?) near the side of the opponents boat. Are they water splashes? If so, you'll need to texture them, not?

Can't wait for the next demo.

Cheers

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 30th Aug 2010 21:56 Edited at: 31st Aug 2010 01:23
Sky sphere clouds and water splash textures are on the to-do list. The actual skysphere at the moment is untextured (just coloured)...I need to get my camera back off of my sister before I can take pictures for my textures.

Quote: "Yeah, you should add some kind of light, because your last picture looks kinda dark. Or is it a nightly level?
And, maybe apply a cloud texture to the sky sphere? "


I want it to be a night level. But I'm seeing if I can get a lightmap applied now...the light on the level seems to be taking forever to calculate, so I hope it works out all right, otherwise I'll have to ditch light maps. *kicks computer*

Quote: "Although, I thought the boatmodel whas for the player?
Or, does the player have to win (or obtain power-ups) to upgrade his boat?"


I haven't decided on the final player boat yet. Upgrades are acquired based on power-ups. So if you get them in the level, then your boat gets faster.



Also, for level 2, I might try for a more adrenaline filled - a few big jumps - just to test if I can do it. But in the final game, it'll be a later level, just to level out the difficulty a bit.


Quote: "Quote: "But, I've switched to sphere-sliding collision in Sparky and there are no bugs."
Better to have something working without bugs, than the other way around, hey? "


Definitely. I'll invest my time in the future to learn more about physics before I use them to build a game. It'd be a really nice effect if I could have vehicle physics, but I suppose, I could upgrade the game later to include them.

Cheers.

[Edit]

Good news. I left C-Shop to do its thing and when I came back, it was done...sadly, I forgot to up the ambiance on the light map before calculating and I can't get DBP to brighten up the shadows a bit, so it means I'll have to do it again, but at least I know I'll be getting lightmaps.

Click!
Butter fingers
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Posted: 31st Aug 2010 02:48
Really starting to come together there dude! having a skybox really makes all the difference huh!?

I wouldn't worry about newton! Firstly there's no point in wasting time trying to shoe-horn something new into a project that you otherwise have a handle on, and secondly, it worked great without it anyway!

Looking forward to the next demo!

Sleep is over-rated.
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Posted: 1st Sep 2010 18:40 Edited at: 1st Sep 2010 18:43
Cheers.

Hydroxide Demo 3 (attached, size under 10mb)

What's New?

Opponent has smooth turning
In Game Menu
Reset Level
Boat Tilt on Speed
Sky Sphere
Alternative Boat for Opponent
Music (Level 1 music is temp whilst The Slayer works on the other techno 1. The metal track is for difficult levels)
Powers Ups(Not yet available in level 1)
Level 1 retexture
D3D Text instead of DBP Test (faster, looks better)
Sparky's Collision - so no more going out of boundaries
Lightmap
WASD instead of arrows

I'm sorry I don't have level 2 yet - but I'm still working on it. It'll have jumps and will be longer.

I've decided to go for a cartoony style, I figured I could make it look better that way than if I tried for something more realistic.

Current Plugins used:
Cloggy's D3DFunct
Barnski's LUA
Sparky's Collision

This version should be a lot more polished than the last, at least, I've not spotted any problems, but if any of you find any, please let me know.

Controls:
WASD - Control Boat
Arrow Keys - Control Menus
Return key - select
Space - Change perspective
P - pause menu
Esc - Force Quit

DOWNLOAD

Screenshot:


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baxslash
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Posted: 1st Sep 2010 18:56
Hey Seppuku!

I just tried your Demo and it's looking great!!

A couple of minor things that stood out:
1-There were times when I couldn't see the track, how about having the camera rotate around a bit to make the track visible?
2-The opponent turns well although I found it hard to knock him off course! It might be nice if you could mess his steering up a bit if hit (and the player's steering)?
3-The boats seemed to be full of water at the end, maybe they need to sit a little higher in the water?
4-The opponent's particles started before mine, I'm thinking it might be better if they started at the same time on 'Go!'?

Keep it up this is looking like a really good entry! Fun to play

I couldn't test sound as I'm at work but I'll try to take a look later!

The Slayer
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Posted: 1st Sep 2010 20:04
Hey Sepp,

Here are my comments:

- First of all, the music is great, even if I say so myself. Hehehe! Just joking.
- Secondly, sorry for not having the second Technosong ready for your demo! I'm working on it.
- Like baxslash said earlier, the boats are kinda deep in the water. And yah, the waterparticles already started before the boats were moving.
- The collision seems to work much better. But, the boats are inside the walls when you collide with them. Maybe you should add an invisible cube or sphere (slightly bigger than the boat) and check the invisible object for collision instead (and make the boat follow at the same position of the collision object)? That would avoid the boats getting 'eaten' by the walls.
- The textures add so much more to a level, and it starts to look much better. I would prefer more detail, but that's just my opinion and taste. If you need some stonewall textures, maybe I can help you with that?
- The water could use some movement, and maybe transparency?
- Maybe you could make the levels a bit longer? Well, I know these are the first levels, but maybe make the later levels longer?
- I saw that you use a lot of .bmp files. Maybe you should convert them to .png or .tga? Bitmaps are bigger in size.
- Oh and finally, the music started before the level was loaded. But, that's just a minor issue.

It's coming along nicely, Sepp! Good work!

Cheers

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 1st Sep 2010 22:03
Cheers for the comments and thank you both for the feedback.

The lack of the second techno song is fine, don't worry. It's still in its testing stages, so it's really no prob.

Collision - I might try that - collision is one of my weaknesses, so I'm still in progress of figuring out how to fix it.

Textures - I think I'll keep them the way they are. Because of my current restrictions (time, computer spec, resources) I think what I may do is build on top of the game after the competition adding physics, shader effects and going out of my way to make it look realistic.

Water - I might try rolling the texture just for movement.

Length - I think keeping the first one short allows the player to get the hang of the gameplay. But other levels will be longer, level 2 is going to have a lot more in it. I could add more to level 1 but I am reluctant to fiddle with it further, lightmaps with a single light will on the lowest settings take 2-3 hours to process on this piece of junk. I miss the days of it taking <10 mins, but I'll put up with it for now.

-bitmaps were carelessness, nice one for spotting them out. I'll convert them.

But all points are taken aboard ye landlubbers.


Also,



Quote: "Baxslash
Location: Derby, UK "


I've only just noticed you're from Derby. Do you mean the city itself or outside? Because I just spent my last three years living in Derby studying at the University up there.

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Hockeykid
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Posted: 2nd Sep 2010 06:04
I tried to play it on y netbook but received the "display using 32 bit is not supported by available hardware at line 0". I'm guessing you set the resolution to something greater then 1024 by 600.

Seppuku Arts
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Posted: 2nd Sep 2010 12:14
Weird, it's set at 1024x600 and it's currently window mode. I shall investigate, thanks for testing.

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Andrew_Neale
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Posted: 2nd Sep 2010 12:25
I believe setting the IDE's settings to 640x480 will fix that issue. It did for me.

Seppuku Arts
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Posted: 2nd Sep 2010 13:43
Ah, my IDE setting is at 1024x768, so that probably explains it. Cheers.

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The Next
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Posted: 6th Sep 2010 00:25
The demo 3 that i tested today doesn't work on netbooks the resolution is setup wrong.

Mystic Mod - Putting the fear back into sliced bread since 4th May 2010
Windows 7 Pro, Intel Core 2 Duo 2.8Ghz, 4GB DDR3, Dual nvidia SLI 9800GT 1GB, 1.5TB Hard disk
baxslash
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Posted: 9th Sep 2010 16:55
Quote: "Do you mean the city itself or outside? Because I just spent my last three years living in Derby studying at the University up there."

I live just outside Derby and work near Pride Park. What were you studying? I did an HND in CAD and started a degree at Derby Uni

Seppuku Arts
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Posted: 9th Sep 2010 21:06 Edited at: 9th Sep 2010 21:07
Quote: "The demo 3 that i tested today doesn't work on netbooks the resolution is setup wrong."


Cheers for giving it a go, the next update that will be fixed, I set the resolution right in the source code, but forget to lower it in the editor.



Quote: "I live just outside Derby and work near Pride Park. What were you studying? I did an HND in CAD and started a degree at Derby Uni "



I studied Creative Writing BA(Hons) and literally finished this year. You say you started a degree, are you still studying?

Also, I'll actually be up in Derby in a couple of weeks to see some friends.



I'm still working on this - currently trying to improve the collision code so instead of using radius it uses something else (so the boat size is considered), but I've mostly been distracted by other things.

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baxslash
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Posted: 10th Sep 2010 00:07
Quote: "You say you started a degree, are you still studying?"

No, unfortunately I had to change jobs... keep it up with this game!! It's going very well.

The Slayer
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Posted: 18th Sep 2010 16:04
Hey Seppuku, just a little off topic (well, actually not ), I sent you three emails with new boat models. Just wondering if you've got them, since you didn't reply.

Good luck!

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 19th Sep 2010 19:37
Ah sorry dude - not been using my PC much, therefore failing to check my mail. I got them, thank you. I'll be working on this more during the week, as I've been neglecting it somewhat.

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The Slayer
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Posted: 2nd Oct 2010 15:53 Edited at: 2nd Oct 2010 16:15
Hey Seppuku, it's been rather quiet here? Still working on your game, I hope? Any progress? Were those last models good enough?

Cheers

Slayer rules!!! Yeaaah, man!
Seppuku Arts
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Posted: 2nd Oct 2010 16:06
Sorry for lack of updates, I've done more work, but I've been distracted. Mix of looking for work, helping the society I used to run get started with their new members and going out of town to meet up with people I've not met in ages (sadly, I couldn't work on it when I was a way). So, a not so productive month, but I didn't enter to win, just to challenge myself with a project so I can get back into programming - so this will move into the WIP section. Plus, there's a lot more I want to do with this anyway - DarkPhysics, DarkShader etc. but they're not stuff I can do until I've got a job (need money for new comp and the software).


And yes, everything is good. Sorry if this is disappointing news for you.

Click!

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